Merge pull request 'main' (#88) from wuaieyo/LNXSDK:main into main

Reviewed-on: LeenkxTeam/LNXSDK#88
This commit is contained in:
2025-06-27 22:39:32 +00:00
2 changed files with 47 additions and 24 deletions

View File

@ -12,6 +12,7 @@ class SetLookAtRotationNode extends LogicNode {
public var property2: String; // Use vector for source (true/false)
public var property3: String; // Damping value (backward compatibility, now input socket)
public var property4: String; // Disable rotation on aligning axis (true/false)
public var property5: String; // Use local space (true/false)
// Store the calculated rotation for output
var calculatedRotation: Quat = null;
@ -51,8 +52,8 @@ class SetLookAtRotationNode extends LogicNode {
return;
}
// Get source object's position
objectLoc = objectToUse.transform.loc;
// Get source object's WORLD position (important for child objects)
objectLoc = new Vec4(objectToUse.transform.worldx(), objectToUse.transform.worldy(), objectToUse.transform.worldz());
}
// Determine if we're using a vector or an object as target
@ -74,8 +75,8 @@ class SetLookAtRotationNode extends LogicNode {
return;
}
// Get target object's position
targetLoc = targetObject.transform.loc;
// Get target object's WORLD position (important for child objects)
targetLoc = new Vec4(targetObject.transform.worldx(), targetObject.transform.worldy(), targetObject.transform.worldz());
}
// Calculate direction to target
@ -122,6 +123,28 @@ class SetLookAtRotationNode extends LogicNode {
calculatedRotation.fromEulerOrdered(eulerAngles, "XYZ");
}
// Convert world rotation to local rotation if local space is enabled and object has a parent
var targetRotation = new Quat();
if (property5 == "true" && objectToUse.parent != null) {
// Get parent's world rotation
var parentWorldLoc = new Vec4();
var parentWorldRot = new Quat();
var parentWorldScale = new Vec4();
objectToUse.parent.transform.world.decompose(parentWorldLoc, parentWorldRot, parentWorldScale);
// Convert world rotation to local space by removing parent's rotation influence
// local_rotation = inverse(parent_world_rotation) * world_rotation
var invParentRot = new Quat().setFrom(parentWorldRot);
invParentRot.x = -invParentRot.x;
invParentRot.y = -invParentRot.y;
invParentRot.z = -invParentRot.z;
targetRotation.multquats(invParentRot, calculatedRotation);
} else {
// No local space conversion needed, use world rotation directly
targetRotation.setFrom(calculatedRotation);
}
// Apply rotation with damping
var dampingValue: Float = 0.0;
@ -141,17 +164,17 @@ class SetLookAtRotationNode extends LogicNode {
// Higher damping = slower rotation (smaller step)
var step = Math.max(0.001, (1.0 - dampingValue) * 0.2); // 0.001 to 0.2 range
// Get current rotation as quaternion
var currentRot = new Quat().setFrom(objectToUse.transform.rot);
// Get current local rotation as quaternion
var currentLocalRot = new Quat().setFrom(objectToUse.transform.rot);
// Calculate the difference between current and target rotation
var diffQuat = new Quat();
// q1 * inverse(q2) gives the rotation from q2 to q1
var invCurrent = new Quat().setFrom(currentRot);
var invCurrent = new Quat().setFrom(currentLocalRot);
invCurrent.x = -invCurrent.x;
invCurrent.y = -invCurrent.y;
invCurrent.z = -invCurrent.z;
diffQuat.multquats(calculatedRotation, invCurrent);
diffQuat.multquats(targetRotation, invCurrent);
// Convert to axis-angle representation
var axis = new Vec4();
@ -163,15 +186,15 @@ class SetLookAtRotationNode extends LogicNode {
// Create partial rotation quaternion
var partialRot = new Quat().fromAxisAngle(axis, partialAngle);
// Apply this partial rotation to current
var newRot = new Quat();
newRot.multquats(partialRot, currentRot);
// Apply this partial rotation to current local rotation
var newLocalRot = new Quat();
newLocalRot.multquats(partialRot, currentLocalRot);
// Apply the new rotation
objectToUse.transform.rot.setFrom(newRot);
// Apply the new local rotation
objectToUse.transform.rot.setFrom(newLocalRot);
} else {
// No damping, apply instant rotation
objectToUse.transform.rot.setFrom(calculatedRotation);
objectToUse.transform.rot.setFrom(targetRotation);
}
objectToUse.transform.buildMatrix();
@ -179,12 +202,5 @@ class SetLookAtRotationNode extends LogicNode {
runOutput(0);
}
// Getter method for output sockets
override function get(from: Int): Dynamic {
// Output index 1 is the rotation socket (global rotation)
if (from == 1) {
return calculatedRotation;
}
return null;
}
// No output sockets needed - this node only performs actions
}

View File

@ -29,6 +29,8 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
update=lambda self, context: self.update_sockets(context)
)
damping: bpy.props.FloatProperty(
name='Damping',
description='Amount of damping for rotation (0.0 = instant, 1.0 = no movement)',
@ -74,6 +76,12 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
('false', 'False', 'False')],
name='Disable Rotation on Aligning Axis', default='false')
property5: HaxeEnumProperty(
'property5',
items = [('true', 'True', 'True'),
('false', 'False', 'False')],
name='Use Local Space', default='false')
def lnx_init(self, context):
# Add inputs in standard order
self.inputs.new('LnxNodeSocketAction', 'In')
@ -90,8 +98,6 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
# Add outputs
self.add_output('LnxNodeSocketAction', 'Out')
# Add rotation output socket
self.add_output('LnxRotationSocket', 'Rotation')
def draw_buttons(self, context, layout):
# 1. Axis Selector
@ -114,6 +120,7 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
self.property2 = 'true' if self.use_source_vector else 'false'
self.property3 = str(self.damping) # Keep for backward compatibility
self.property4 = 'true' if self.disable_rotation_on_align_axis else 'false'
self.property5 = 'true' # Always use local space functionality
# Store current object references before changing sockets
self.save_object_references()